I built a Tuvasa the Sunlit EDH deck for 4-player multiplayer, but I am having trouble devising a way to finish games. I'm not sure what direction I should take.

StrategyThe deck is mostly an enchantress deck, using non-Aura enchantments to draw cards. Unfortunately, I don't know how to finish games with this deck.

Deck Weakness* Merciless Eviction* Athreos, God of Passage EDH deck that has tons of sacrifice outlets that targets opponents to gradually force them to lose life while gaining life through Blood Artist effects. I also wonder if I need some kind of life gain in this deck.

With your pretty considerable amount of ramp, how often is Omniscience doing anything significant for you? By the time you get to 10 mana, all it seems like it is enabling is "one big turn" overkill- -chaining draws past the point where they're necessary. I can see how a Merciless Eviction would feel pretty backbreaking afterward.

Usually, the way I've seen enchantress decks win games is by a few choice Auras turning some throwaway creature into a credible threat. Rancor seems boring, but appropriate- -coming back to trigger Tuvasa each time the creature it's attached to dies. Bestow creatures similarly pull double duty.

Without going deep into Auras, you can play things like Luminarch Ascenscion, Leafdrake Roost, or other token-producing Enchantments. Or Planeswalkers- -those play nicely with your pillowforty cards. OG Garruk, in particular has synergy with your Enchant Lands, alongside making reasonably sized tokens.

How committed are you to non-aura wins? My first thought was combat damage is a fine way for enchantresses to win, and if you're having trouble with a grindy BW opponent, a swift face-punching is the easiest way to take care of them.

Last thought along these lines is that you might think about moving Tuvasa to the 99, and running Rafiq of the Many as your general (or if you like Tuvasa, run Rafiq in the 99... he's a pretty awesome pump card).

This was my second thought. I'm kinda assuming you're playing with the pre-con here, and Estrid would be a good card to add in. If you want to go for the swarm-of-tokens finish (or just need more creatures to protect against sacrifice effects), Elspeth, Sun's Champion is pretty great.

You also don't list out your lands, but there's some really powerful utility lands in Bant colors.Alchemists' Refuge (lets you drop Leyline of Anticipation)Gavony TownshipVitu-ghazi, the City Treeplus all the Ravnica bounce lands that you can get extra mileage out of untapping with Garruk or Estrid

It is my humble opinion that the best finisher in a Tuvasa deck should be Tuvasa herself. I myself have a Tuvasa deck with Voltron being the main strategy, but the go-wide option built into the precon is still present and beefed up as well.

But so far, I've won nearly every game I have played with the deck with Tuvasa herself. And I think I only have maybe 10 voltron pieces total in the deck. However, you can easily get by with fewer than that if you go the Sovereigns of Lost Alara route. Then you probably want like 4 big things, maybe 5.

Eldrazi Conscription, the umbra one from the precon that turns your guy into an 8/8, and anything else you can find that gives your commander at least a +5/+5 or better boost.

And frankly the Enchanted Evening/Cleansing Meditation route is even better but I understand not wanting to do that out of both budget and social reasons, so to my thinking that just pushes you even harder toward needing to rely on Tuvasa General Damage kills a lot more.

I'd also consider Teferi's Protection if you have one - it protects you from not just Merciless Eviction but a whole shitload of other calamaties as well. But if you don't have it, then I'd run almost any other two- or three-mana counterspell over Mystic Confluence. this isn't a deck that wants to pass turn with 5 mana untapped very often at all.

Does anyone here use Open the Vaults for their enchantment-based deck as a substitute for Replenish or should I not bother?

I, myself, do not dare use Open the Vaults in my build because my playgroup currently has like three artifact decks and two other enchantment decks (thanks in no small part to those being two of the C18 themes!) running around.

I'd say it's totally a meta-call. If you think you're likely to get more value out of it (or are going to be able to just kill in one shot anyone who does profit too heavily), then I think Vaults is fine and would definitely consider it. I think either it or Replenish are pretty close to essential for the more voltron-y builds, as you WILL get X-for-1'ed. That's just something you have to plan for and can't really avoid completely.

There's also Retether, but you have to be pretty heavy on the aura plan to make it worthwhile. I also run a lot of removal auras like Song of the Dryads and Faith's Fetters, etc., so that bumps my Retether numbers up a bit, but I luckily have Replenish itself so I just run it, plus some slow recursion like Sun Titan and Hanna, Ship's Navigator.

Second Sunrise is also a card that is often overlooked. It won't help with exile, but it is a huge blowout for that person that thought they were safe playing Austere Command.

Oh, good call. Faith's Reward is basically that but for one mana more, you get to be the only one reaping the benefit, too. Though my comments on Mystic Confluence apply here as well - holding open four mana is going to be a tough sell at times.

I have Replenish in my Rith, the Awakener enchantress deck, and I'm thinking about cutting it. The list is so good at drawing cards and producing mana that I don't need the big recursion, and frankly I'd rather run Rest in Peace.